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Code Name KQ. A meaty, euro-style strategy game.

Working Title: KQ

2-6 Players, 60-120 Mins, 11+

What: KQ is a robust game of exploration, area control, resource management, and character development. Each of 2-6 players takes possession of a Home. From that Home all activities of the game spring. They may construct improvements within their castle, providing game-benefits to their play – additional resource generation; magic spells, additional defenses, etc.... Players may construct dwellings for fantastic creatures that can aid them in their cause.

One Last Push

With only 10 days remaining in the kickstarter campaign

Minion games has decided to run a contest for Tahiti at board game geek to see if we can boost pledging and make one or more of the stretch goals.

It’s free to enter so why not sign up.

You have to start somewhere ...

My wife and I bought five games about a week ago: piece of cake, forbidden island, carcassonne, the adventures, and flashpoint. We've played three of them so far and all I can say is: I'm hooked. 

It's not the first time I've played a 'non-traditional' board game (in which traditional is along the likes of monopoly or life) but it is the first time I have dived head first into the world of modern board games. It also helps that my wife seems to be just as smitten with the games as I am.

whew it's rough out there

Trying to get the game into stores. Had one lady tell me
"we don't sell board games here".
LOL she was standing in her store right in front of a wall of shelves
full of kids board games. for LOL

Linking components together in online versions of table games

Sometimes, cards and markers just aren't enough. Sometimes we're going to need to construct more complex structures from simple components - linking markers to cards, tying multiple markers together, etc. I believe I can solve this problem generically, so that we can link and collection of components together, but still keep things manageable:

(And please check out the GGS Kickstarter campaign: )

We are hiring for our game development team!

Animators, Programmers, Modelers, Flash Developers, Project Lead

Attending Origins in Columbus

I'll be at Origins in Columbus OH next week. I'm fairly easy to spot if you'd like to talk, at 6'6", 305 pounds (I was impressed with the size of NFL offensive tackles until I became that size), bald on top (not male pattern baldness, just a general lack of hair), mustache, glasses. I may be wearing a hat at times so the baldness may not be evident.

I am giving four different (free) talks about game design, Friday at 7 PM, Saturday at 11AM and 7, and Sunday at 10AM. One hour to talk, then up to an hour for questions. See the program for topic details.

The Day After....

Okay, not necessarily the day after, about a week and a half after.

As a novice designer I have had my first brush with the harsh realities of the board game design world...

Great minds do indeed think alike...

The game I've been developing for the past seven months, about Super Villains wreaking havoc on a City from their secret lairs, sending out their helpers to get ill gotten goods to perform heinous acts including building a device to take over the world has just seen the light of day...

Except somebody else designed it first.

new Labyrintheus layout

Labyrintheus Layout 2.0

After some old fashioned trial and error I have a new layout design for Labyrintheus. Now instead of the 80+ tiles needed to build the space station during setup there are 7 hex clusters. All six sides of the clusters fit with the other clusters (not just the shape but the wall pattern) so there are many layout possibilities. The teleporter and terminal rooms (which I've inked in black already) are currently marked with T and during game setup a teleporter or terminal tile would go on those spaces (one of each per cluster).

Do Games have Dramatic “Acts”or “Stages”

Do Games have Dramatic “Acts”or “Stages”
Do games “naturally” fall into three parts as dramas supposedly do?

The classic idea of film and stage play plots is that there are naturally three parts (often called simply Act I, Act II, and Act III rather than use descriptive names). These Acts involve first introducing the protagonist, then introducing the problem or antagonist(s), and finally resolving the conflict and sorting out the aftermath. Wikipedia (accessed 20 May 10) describes it this way:

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